Title: Steven F. Ashby Center for Applied Scientific Computing Month DD, 1997
1Paper Presentation - Micropolygon Ray Tracing
With Defocus and Motion Blur -
Qiming Hou, Hao Qin, Wenyao Li, Baining Guo, Kun
Zhou Presenter Jong Hyeob Lee 2010. 10. 28
2Micropolygon
- What is a micropolygon?
- Polygon
Micropolygon
3Defocus and Motion Blur
4Rasterization vs Ray Tracing
- Tracing a ray is slower than rasterizing a pixel.
- Every ray returns something useful. Rasterization
waste time on not-covered or occluded pixels. - Tradeoff between per-operation cost and useful
operation percentage. - Stochastic sampling favors ray tracing.
5Goal
- A 4D micropolygon ray tracing
- Performs up to an order of magnitude faster than
rasterization. - Eliminates the quality-performance tradeoff in
defocus and motion blur rendering.
6Related Works
- Micropolygon
- Reyes Cook et al. 1987
- RenderAnts Zhou et al. 2009
- Defocus and Motion Blur
- Adaptive sampling Hachisuka et al. 2008
- Hyper-trapezoids
- Collision detection Hubbard 1995
7Overview
- Hyper-trapezoid
- BVH Construction
- Ray Generation
- BVH Traversal
8Overview
- Hyper-trapezoid
- BVH Construction
- Ray Generation
- BVH Traversal
9Hyper-trapezoid
- A hyper-trapezoid is
- Two faces at T0, T1 interpolated linearly
across T
10Hyper-trapezoid
- Axis-aligned bound box Bounding box based
hyper-trapezoid
11Hyper-trapezoid
- 4D OBB hyper-trapezoids
- The T0 and T1 faces are 3D OBB, analogous to 3D
Hyper-trapezoids with 2D Bouding Box faces.
T1
T0
12Comparisons with AABB
- Test scenes (Furball, Ladybug, Fairy, Car)
13Comparisons with AABB
14Overview
- Hyper-trapezoid
- BVH Construction
- Ray Generation
- BVH Traversal
15BVH Construction
- Basic topology is the same as general BVH.
16BVH Construction
- Build process
- Top level BVH
- In-grid level BVH
- Compute bounding volume
17BVH Construction
- Top level BVH
- Unit Micropolygon grid
- Split strategy Surface Area Heuristic
- Termination criterion One gird in every node
18BVH Construction
- In-grid level BVH
- Unit Micropolygons
- Split strategy Parametric space mid-split
- Termination criterion Less than 8 micropolygons
in a node
19BVH Construction
- Compute bounding volume
- Compute grid-level orientation
- Bottom-up merge use the orientation that
results in smaller surface area. - Top-down simplify use parent nodes orientation
if surface area isnt increased too much.
20Overview
- Hyper-trapezoid
- BVH Construction
- Ray Generation
- BVH Traversal
21Ray Generation
- Reducing the alias
- Lens permutation magic square
- Time permutation magic square shuffled and
shifted per-pixel
22Overview
- Hyper-trapezoid
- BVH Construction
- Ray Generation
- BVH Traversal
23BVH Traversal Ray and OBB
- Transforming rays into per-box local frame.
24BVH Traversal Ray and OBB
- Transforming rays into per-box local frame.
25BVH Traversal - Micropolygon
- Use a rasterization-like method to compute
pseudo-intersections for micropolygons. - Project micropolygon to view plane.
- Use even-odd rule to test it.
26Comparison with Rasterization
27Comparisons with AABB
- Test scenes (Furball, Ladybug, Fairy, Car)
28Comparison with Rasterization
29Result Total rendering time
30Conclusion
- The first time ray tracing is faster than
rasterizaion. - A novel acceleration structure based on oriented
hypertrapezoid. - Limitation
- Inefficiency of transparency handling
- The BVH is not effective when tracing rays
inside objects over rasterization methods.
31QA